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How do you feel so far?

ZeroSymbolic

Social Justice Barbarian
MK11 is a pretty shallow fighter. The game has the same problem with the variation system as it did in MKX where some characters had imbalanced variations while other character feel like they have their limbs cut off and seperated into two different variations which makes those characters incomplete.

The neutral of the game feels solid, but it contains mechanics thay contradict it while characters posses tools that do the same. It seems the developers wanted to go for a more Street Fighter like fighter, but with the removal of options and tools from characters and the implementation of universal mechanics this game feels very slim. It seems like they were modeling this game after SFV rather than USFIV. Definitely feels that way. MK11 is nrs' version of SFV, but I will say that you get randomed out less in this game than you do in SFV; however, the game still posses MKisms that go against the grain of the SFisms that were added to it which leaves the game feeling jank and awkward. Pokes are heavily promoted, but you barely get anything off of them while in SF you can at least combo off of low pokes. Throws can't be escaped with the throw button, but instead one has to guess which direction they're being thrown in and hit the button associated with whatever direction they may think they're heading in. The wakeup system is a complete guessing game. The list goes on.

Tournaments are boring to watch because it's the same characters doing the same strategies. A lot of characters lack setups, characters don't have gimmicks, there are no vortexes or cross ups. The mechanics of this game remove depth than actually encourage it.

I wanted a fighter this gen that rewarded players for strong fundamentals. A fighter that was easy to pick up and play, but did not lower the skill ceiling, or at least lower it severely. I wanted a fighter were I wont get randomed out due to bullshit tools characters posses or mechanics that favor bad players and reverse the tables.

I got that fighter. It's called Samurai Shodown.
It's actually called Guilty Gear but nobody got time to learn how to play that.
 

LarSanity

Who hired this guy
Gameplay is good im glad they have toned down mix ups beginning with injustice 2 to this game, too many memories of getting stuck in a corner as kenshi against Lao never stops mixing or pressing buttons.

Costumes and gear mostly suck and earning that stuff also sucks 60 color swaps.

Dlc schedule WTF nrs I'll buy the pack when you let us in on a few more details, teased nightwolf over a week ago and silence since.

Variations what were they thinking.
Fatal blows so boring even when you land it.
Krushing blows great mechanic till you realize characters like geras who can get 4 a match or Johnny who on average has 0 KBs a game.

Potential with some WTFs
 

ErmacMKX

Noob
They have the answer already built into their own game: allow custom variations.
This is basically the answer, fix the frame data of low tier character and allow custom variations. Game would be so much for fun. I don't care about balancing, they're always going to be low and high tier characters. They've given us their tournament variations and there's still the Sonya's and D'vorah's.
 

Ray'sGoodLiquor

Tournament Viable Killing Machine
So, MK has been out over 2 months now and.... I think it's finally starting to get stale to me. The fact that a ton of characters have some 14 strings and only 1-2 that are used is incredibly boring. I feel the game doesn't allow creativity. It wants to force you into only having 2-3 choices with a character.

MKX was a great game, they could have tone down some mechanics and life been good. I'm personally getting bored with MK11 and even the tournaments are fairly zzzzzzzzz. Matches look the exact same etc. I'm not saying, "hey join my hate for the game!" I'm just curious.... how are you feeling 2 months+ in?
1 or 2 useful strings out of 10+ -- Every game NRS has ever made

No creativity allowed -- Tournament variations eliminate about 70% of the game's potential for the sake of easier patch cycles by NRS

Forcing character choice -- Every NRS game that allowed customization

MKX was great -- I guess that's an opinion but it was my least favorite between MK9 and MK11, respectively. It also had every problem listed above.

Tournaments are boring -- Commentary has been awful since NRS has tried going corporate friendly with their public presence. Now it's just like WWE commentators screaming in the background. Very anti-hype if you ask me, all to avoid someone saying something offensive on their streams and getting a bad Kotaku article written about them.

I personally agree that the game is getting a little bit stale, but the patch cycles are good about changing that. I'm not gonna pretend MK11 is totally balanced, but it's as close to balanced NRS has ever been at this point in a game's cycle. Obviously, that will change for better or worse, depending if they overpower some of the DLC characters. Most of the monotony should be broken when KP1 is continuously released, but even im getting impatient with that. Of all the little complaints I could make, I will say that the dynamic meter system feels like a big improvement to me over past games, especially mk9, where some characters gameplay was literally just dominating the meter game. If you played against a Kabal or Ermac, they would almost always have more meter than you no matter what you did. Now if we could only do something about every hype moment in the game being resolved by killing blows....
 

Gaxkang

Noob
You gotta be hella bad and probably don't have any concept of how this game is supposed to play if you don't meet people flawless blocking online.
That or you're one of those people who play on McDonalds WIFI.
So if was someone was bad that would somehow keep other people from flawless blocking strings? ;)

But I don't think I've seen anyone flawless block strings online and I've probably done around 1000 fights online.

People aren't going for flawless block reversals (they gonna save their resources for other stuff anyways)...and just doing flawless block and a string...nah, ain't seen it.

When someone does a string one just blocks and gets to guess/see if they do the whole string, or if they special cancel at some point. And when someone does finish a string they will either block or mash D1 or D3 so defensively you gotta be ready for that and hope the online quality lets some resemblance of the game play out...like if you block their poke because their poke got thru while what you tried to do did not (poke, throw, etc).

Perhaps playing online just discourages flawless blocking because of what it requires and the overall online quality.

And no, I don't play on Wifi. :rolleyes:
 

Deadly Torcher

King Dingaling
Love MK, but this 1 is the least fun by far & like yourself, I'm getting bored with it already.

I'm a mediocre player at best (all MKs) but with the other games, I labbed til the cows come home, loved every minute of it too, on MK11 I find myself cracking up at the timing aspects of this game, alot of the time I'd do a move & it just won't come out, it could be a simple bf motion & still nothing & I hate it, I do miss how it use to be.

Dislike the amount of wake ups, AI battles, krypt, wifi connections (as if it's not hard enough for me to do some moves), stupid amounts of KBs & Geras.
 

MagicMan357

"130 ms is more legit than Labbing" - TYM
This is the best mk hands down and just just needs a few changes.

Add pushback on all normals and vacuum on punishable moves
Give us back re-bounders and and maybe a couple of more juggle states but keep the same gravity.
Rework the damage system because some characters get way to much for too little (even kano)
Make grabs comboable again which could cancel out a break-out for the KB
Finish the tournament mode with 3 variations and give no offense meter at the start
Make custom combat ranked so people can stop acting like it doesnt exist for some shitty online props (SMH)
Fatal blow should be 1 and done

Besides this, the game is the best mk yet.
 
O man I've Definetly had my ups and downs with the game but overall it's good. I will be bias and say mk9 was the best only cause I wrecked lol. If I took the time to take every character to the lab and learn strings I'm sure I would do better, but I just don't like most of the characters raiden sucks so bad if he screamed jibberish on electric fly it would move him a couple tiers up haha. Super hyped for dlc
 
I haven't touched the game in over a month.

I'm just waiting on the first balance patch to see what they do.

If they buff kotal significantly and/or allow custom variations then I'll probably start playing again.

But as of right now all the characters I want to play are either garbage tier, or their best moves aren't apart of their tournament variations so I have no desire to play.
 

elephantvision

Your Cousins, Sisters, 1st cousins favorite gamer
Love MK, but this 1 is the least fun by far & like yourself, I'm getting bored with it already.

I'm a mediocre player at best (all MKs) but with the other games, I labbed til the cows come home, loved every minute of it too, on MK11 I find myself cracking up at the timing aspects of this game, alot of the time I'd do a move & it just won't come out, it could be a simple bf motion & still nothing & I hate it, I do miss how it use to be.

Dislike the amount of wake ups, AI battles, krypt, wifi connections (as if it's not hard enough for me to do some moves), stupid amounts of KBs & Geras.
No doubt, some of the timing on punishes is just LAUGHABLE because of the block stun. When I got a subzero ending strings in iceball and I block it, yet can't punish it, that's fucked. The problem is enemy characters animations are STILL GOING when you should actually be reacting with your punish, it looks stupid as fuck.

One thing that helped me realize how stale it was getting for me personally was as I sat back and thought.... I can force my opponent to whiff, I punish them, they break mid way and then get to punish me for punishing THEM. lol what in the actual fuck. Throw that, "but it takes meter" argument out the window saying the match starts off with FULL METER and it very quickly auto refills in match...................................... yea. I get punished for punishing. Cute. Now I gotta make ANOTHER READ mid ways through my combo.
 

ZeroSymbolic

Social Justice Barbarian
ITT: This game is so boring and stale, it's so basic. None of the characters have options or useful strings.

Also ITT: It takes a year for people to figure out the game bro.
 

Attachments

I have very mixed feelings about this game, I enjoy it enough, but I do find it lacking. There's much better players out there than me, but I'll give it a shot.


Postives:
  • Graphics: The game looks damn good. Enough said.
  • Fun neutral: Enough said.
  • Crushing blows: Feels good to land, and visually sexy. Although this also can be seen as a negative since the balance of crushing blows is all over the place. When Shang Tsung turns into Rain, he has solve world peace to land his crushing blow, meanwhile Geras just needs his opponent to breathe.
  • Shang Tsung: Cary-Hiroyki Tagawa is Shang Tsung, and he's objectively the best character.
Negatives:
  • Awful Storymode: I found myself laughing for the wrong reasons.
  • Weak Roster: The new characters don't do it any favors either. They look straight from Injustice, with Kollector being the only exception. While I like Kollectors design, his gameplay doesn't live up to the potential of said design. Even the final boss is extremely forgettable with a confusing goal and the personality of a rock. When Sheeva is eventually added, she'll lower that bar even further with her hideous new design.
  • Fatal Blows: These look badass, but you're almost guaranteed to see 1-2 of these each match making them rather repetitive. You get to a certain point where you want to just play the damn match.
  • Variation System: A lot of characters feel neutered to make up for this system - It feels like instead of adding a sword to character, you're merely returning a missing limb. The fact that customized variations don't work in rank make this system a complete joke.
  • Ronda Rousey: I'm sorry if you're a Sonya main. On second thought, maybe you deserve it.
  • Street Fighter V Syndrome: You'll play how the developer intends the game to be played with little wiggle room to express yourself. You want to cancel what now? You better pay some meter for that, because that would be too fun, eer I mean broken. Unless you're Jacqui, have some strings that we INTENDED to be canceled meterlessly.
  • Standard Triple A Videogame Horseshit: While they did tone down the grinding, it's still a grindy ass game. This game has systems in place to incite you to keep playing. KBL added dailes to the game - Instead of wanting to play for fun, you now login to complete your chore.
I'm sure I'm missing stuff, but that's off the top of my head.
 
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Oh there's a lot of negative things I feel so far about this game and have felt since being one of the few to play both the stress test and the beta but what I will say is this if you think that for one second that allowing custom variations is going to fix the problem we currently have, then you're as dumb as you look. If that's the case, we were better off having three natural variations like we originally had in the Beta test and what we saw in MKX -- while granted the issues still persisted when we DID have three variations but at the very least you could play Purple Drink Jax and Ancestral Kung Jin and do some REALLY cool things that NO ONE else did and it was all viable just as long as your character had the frames to support its base.

This game's lack of variety and the overabundance of the same characters and the same strategies combined make for a very boring and idiomatic game but, alas, I keep forgetting when you say this on here you get negative press and the obligatory "stfu and find another game" comment.
 

Gooberking

Solidly Mediocre
So if was someone was bad that would somehow keep other people from flawless blocking strings? ;)

But I don't think I've seen anyone flawless block strings online and I've probably done around 1000 fights online.

People aren't going for flawless block reversals (they gonna save their resources for other stuff anyways)...and just doing flawless block and a string...nah, ain't seen it.

When someone does a string one just blocks and gets to guess/see if they do the whole string, or if they special cancel at some point. And when someone does finish a string they will either block or mash D1 or D3 so defensively you gotta be ready for that and hope the online quality lets some resemblance of the game play out...like if you block their poke because their poke got thru while what you tried to do did not (poke, throw, etc).

Perhaps playing online just discourages flawless blocking because of what it requires and the overall online quality.

And no, I don't play on Wifi. :rolleyes:
I'm going to back the train up and circle back to this.

Leveraging FB's doesn't mean you have to spend meter. In some cases it's not even the best option. It can change both how negative a move is and what the pushback is. For example, Raiden has a gap in b31. You could spend meter to U2, but it's -16 on FB. In this case, just save the meter and get a full damage combo just because you release tapped your block button. That advancing string that ends in that scoop all the ST's like to use? That thing is plus on block, but it's negative on FB. You can U2 for a combo if you have the meter, or you can just guarantee he can't abuse plus frames if you don't. You don't need meter for FB's to change things, and it does. MU will likely shift a little when they are in play, but I don't think that's a bad thing.

I most certainly have been Flawless Blocked online.
I've most certainly done it to people online, and it's awesome. When talking about feelings in the game, FB's are pretty good feels.
 

DixieFlatline78

Everyone Has A Path
I'm honestly really enjoying this game a lot but I definitely see the problems and I feel like Netherrealm didn't learn a whole lot from the SFV launch. The characters being so one-dimensional is an issue for sure. There's definitely an optimal way to play everyone on the roster. There's very little room for expression on the roster.

The Variations were poorly implemented. It's not necessarily that one is good and one is bad, it's that the characters without their variations are so bare bones. One adds moves to flesh out their gameplan and compliment the tools that are already there, while one just adds stuff on to the character leaving them still lacking in options.

Fatal Blows are the absolute worst. There's a big reason why Supers have had screen freeze since they were first implemented in fighting games. They don't feel good to win with and they definitely don't feel good to lose to. I think they're the single worst aspect of the game

The framework is good though and it's personally my favorite fighter I've played since SFIV. Besides Tekken of course, but I'm pretty mediocre at that.
 
MK11 is fantastic. 100+ hours well spent already.

Obvious balance changes aside my only complaints are having only 2 competitive variations and forward roll being too good (make that shit cost offensively meter)
 

TotteryManx

cr. HP Master
Personally, I think this is the best start NRS has had with a game, but there is something stale about it. MK9 was a broken mess with P1 advantage and I still played it for years. I was not a fan of MKX's 50/50's, NJP, and back dashing costing stamina, but I still played it for a good amount of time.

MK11 on the other hand, I found getting stale after a month. Shang Tsung gave it new life for me, but I quickly grew tired before learning a new variation for LK. I don't know how long my newfound interest will last before I get bored again, but I do think something needs to change.

Adjusting hitboxes and krushing blows would go a long long way for this game I believe. Also, playing a game like Tekken where you can Korean back dash and then playing this game makes it feel so slow. That's another topic though. Not all games should be identical.

I feel like NRS ultimately gave characters ridiculous advancing strings to say the game is "neutral based." Like putting a band aid on.
 

Lex Luthor II

Lord of Lightning
Oh there's a lot of negative things I feel so far about this game and have felt since being one of the few to play both the stress test and the beta but what I will say is this if you think that for one second that allowing custom variations is going to fix the problem we currently have, then you're as dumb as you look. If that's the case, we were better off having three natural variations like we originally had in the Beta test and what we saw in MKX -- while granted the issues still persisted when we DID have three variations but at the very least you could play Purple Drink Jax and Ancestral Kung Jin and do some REALLY cool things that NO ONE else did and it was all viable just as long as your character had the frames to support its base.

This game's lack of variety and the overabundance of the same characters and the same strategies combined make for a very boring and idiomatic game but, alas, I keep forgetting when you say this on here you get negative press and the obligatory "stfu and find another game" comment.
Says you're stupid for wanting variety and different strategies, then says lack of variety and strategies makes the game boring. Seems legit.